Stop using validcount for sprites
This commit is contained in:
parent
cfe4c55973
commit
beae9a3dc7
4 changed files with 29 additions and 8 deletions
|
|
@ -106,9 +106,8 @@ namespace swrenderer
|
|||
if (CameraLight::Instance()->ShaderColormap() && viewport->RenderTarget->IsBgra() && !(r_shadercolormaps && screen->Accel2D))
|
||||
{
|
||||
MainThread()->DrawQueue->Push<ApplySpecialColormapRGBACommand>(CameraLight::Instance()->ShaderColormap(), screen);
|
||||
RenderDrawQueues();
|
||||
}
|
||||
|
||||
RenderDrawQueues();
|
||||
}
|
||||
|
||||
void RenderScene::RenderDrawQueues()
|
||||
|
|
@ -120,6 +119,9 @@ namespace swrenderer
|
|||
queues.push_back((*it)->DrawQueue);
|
||||
}
|
||||
DrawerThreads::Execute(queues);
|
||||
|
||||
//using namespace std::chrono_literals;
|
||||
//std::this_thread::sleep_for(0.5s);
|
||||
}
|
||||
|
||||
void RenderScene::RenderActorView(AActor *actor, bool dontmaplines)
|
||||
|
|
@ -151,6 +153,7 @@ namespace swrenderer
|
|||
}
|
||||
|
||||
RenderThreadSlices();
|
||||
RenderDrawQueues();
|
||||
|
||||
camera->renderflags = savedflags;
|
||||
interpolator.RestoreInterpolations();
|
||||
|
|
@ -165,7 +168,13 @@ namespace swrenderer
|
|||
|
||||
void RenderScene::RenderThreadSlices()
|
||||
{
|
||||
int numThreads = r_scene_multithreaded ? 8 : 1;
|
||||
int numThreads = std::thread::hardware_concurrency();
|
||||
if (numThreads == 0)
|
||||
numThreads = 4;
|
||||
|
||||
if (!r_scene_multithreaded)
|
||||
numThreads = 1;
|
||||
|
||||
if (numThreads != Threads.size())
|
||||
{
|
||||
StopThreads();
|
||||
|
|
@ -327,7 +336,6 @@ namespace swrenderer
|
|||
viewport->SetViewport(width, height, WidescreenRatio);
|
||||
|
||||
RenderActorView(actor, dontmaplines);
|
||||
RenderDrawQueues();
|
||||
|
||||
viewport->RenderTarget = screen;
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue